Contents

Without the sun, there would be no light, no warmth, no life. Without Ra, there would be no sun.

Ra is a guardian, the keeper of Ma’at - order and truth, and master of the sun. Each day he sails across the sky in a golden ship, and each night traverses the underworld, bringing light and warmth to the dead beneath the horizon. For those in the scorched South, Ra was the first God, creator of earth and sky and father to all other Gods.

But Ra’s time is fading like a twilight sky. His descendants have grown in power and prominence and seek to replace him as the figure of authority. His own granddaughter, Isis, cleverly poisoned him by secretly summoning a viper under his feet. When he stepped on it, the serpent’s venomous bite poisoned him. Isis promised to heal Ra if he revealed to her his True Name. At first, he refused, for knowledge of his True Name would give Isis unparalleled power over him, but as the pain mounted, Ra was forced to relent. Isis kept her word and Ra was healed, though the cost may have been too high.

Light can heal, but light can also burn, and the great protector is showing signs of wrath not seen since mankind’s insolence. In that rare moment of anger, Ra sent his daughter, Hathor, in the form of a lion, to devour the people. However, he ended her bloody feeding before she consumed all mankind. This time, his burning gaze is set on the other Gods. When his wrath finally cools, nothing may be left but ash.

Ra summons a moving beam of intense light from the sky, doing damage to anyone caught under the beam.

Notes:

Damage: 95/155/215/275/335 (+90% of your magical power)

Ability Type: Line

Cooldown: 10 seconds

Cost: 60/65/70/75/80 mana

Ability Video

2nd Ability - Divine Light

Light starts to emanate from Ra, stacking a slow every .5s on enemies near him, and twice as fast on enemies facing him. After 2s, the light detonates, doing damage and increasing the slow duration. Any enemies facing Ra at the time of the explosion are also blinded.

Notes:

Damage: 70/120/170/220/270 (+55% of your magical power)

Slow per Stack: 5%

Detonate Lifetime: 3s

Ability Type: Area

Radius: 30

Cooldown: 12 seconds

Cost: 60/65/70/75/80 mana

Ability Video

3rd Ability - Solar Blessing

Ra summons a pillar of blessed light. Allies inside the blessing have increased Protections and are Healed every second. Enemies are damaged every second.

Notes: Can deal up to 120/192/264/336/408 (+120% of your magical power) damage and heal for 60/120/180/240/300 (+60% of your magical power).

Damage per Tick: 20/32/44/56/68 (+20% of your magical power)

Heal per Tick: 10/20/30/40/50 (+10% of your magical power)

Protections: 10/15/20/25/30

Lifetime: 6s

Ability Type: Ground Target

Radius: 20

Cooldown: 18 seconds

Cost: 65/75/85/95/105 mana

Ability Video

Ultimate - Searing Pain

Ra calls on the power of the sun to decimate his foes in an extreme blast of heat in front of him, doing damage to all enemies unlucky enough to find themselves in the path.

You gain +3 Magical Protection and +3 Physical Protection for each god kill or assist. At 7 stacks this item Evolves, providing a Health shield that gains stacks every 2s. Shield only stacks if you have not taken or d ealt damage in the last 5s. Each stack provides 10% of 100 Health +5 Per Level.

This consumable increases your Magical Power by 60 and Cooldown Reduction by 10% for 5 minutes or until you are killed. Also, damaging enemy gods with an ability returns 3% of your maximum Mana. This effect can occur once for each god hit with the ability.

This is a ward that allows you to see enemy movements and other wards within 45 units. It does respect line of sight and can't see through walls or stealth. It remains for 3 minutes or until killed. Can only carry one at a time.

Your Magic Damage ignores 15% of the target's Magic Protection. If the target has over 40 Magical Protections, this effect scales up to ignore a larger percentage of their protections. This caps at 45% Magical Penetration at 200 or more Magical Protection.

You gain +3 Magical Protection and +3 Physical Protection for each god kill or assist. At 7 stacks this item Evolves, providing a Health shield that gains stacks every 2s. Shield only stacks if you have not taken or d ealt damage in the last 5s. Each stack provides 10% of 100 Health +5 Per Level.

This consumable increases your Magical Power by 60 and Cooldown Reduction by 10% for 5 minutes or until you are killed. Also, damaging enemy gods with an ability returns 3% of your maximum Mana. This effect can occur once for each god hit with the ability.

Tools

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